precision highp float;

uniform sampler2D u_TextureUnit;
varying vec2 v_TextureCoordinates;
varying vec4 v_Color;

void main() {
    gl_FragColor = (v_Color/* + vec4(0.2, 0.2, 0.2, 1.0)*/) * texture2D(u_TextureUnit, v_TextureCoordinates);
}
